Stellaris combat computer ranges. Thread starter CocoCincinnati; Start date Dec 17, 2022;. Stellaris combat computer ranges

 
 Thread starter CocoCincinnati; Start date Dec 17, 2022;Stellaris combat computer ranges At what range do ship with the artillery computer stay? And at what range do ships with the line computer stay?I'd actually say medium weapons with picket computer on Cruisers

Their combat computer is set to "artillery", I double checked. Instead, you can use missiles on destroyers with an artillery combat computer to kite the frigates, or you can use a normal corvette swarm to outright outdamage them. Just to clarify, these are the questions that pertain most to what I'm not understanding. Yes, but the combat computers were/are meant to keep ships at specific ranges, executing specific combat tactics. They literary cannot shoot at targets that faster than them, and set on swarm, or picket computer. combine this with even the first Artillery combat computer which has +10% range and bam, 110 attack range. The wording "medium range" for the Picket, Line, and Artillery combat computers should be interpreted as the mathematical median of all the weapons' ranges the ship has. The system also assumed that typical combat ranges could comfortably be measured in whole or appreciable fractions of light-seconds. Oh, ship engagement distance only means that your fleet can initiate fights from a larger distance. Since this would mean that most likely the kinetic artillery just. Then it'll go "okay, I'm in range, time to stop", but it has to decelerate to do so, and will slide forward a bit. R5: All ships in the fleet have artillery combat computers. The carrier deploys strike craft the momement it enters engagement range. Missiles in everything and then 3 advanced afterburners, artillery combat computer, rapid deployment and preferably a range admiral. The "Artillery Combat Computer" tells ships to fire from 80 range. Failing the above, the devs have to either give us cascading targeting prioritization in the code for the combat computers so the computers can say 'ah no more big ships, time to move into close range and fire with close range weapons' or give us direct control of the attack ships and manually target components of the fleet we want targeted. Mb i shoulld build a second one though. This page was last edited on 14 October 2017, at 11:31. The combat computer just means that they will try to stay in certain range, so if you put autocannons on artillery ship it will be useless 14 m4potofu • 4 yr. I have no objections to extending Stellaris up to the sort of things one finds in the Lensman or Dahak or Starfire series. The artillery computer prefers to attack from the range of your longest range weapon. Med Railgun has 75 range, and Large Laser has 80 so they both will work at 80 range with line (because ships do drift) Large Railgun has 100range and Kinetic batteries have 120. Large weapons have minimum ranges, except for lasers. when setting vessel behaviour basic computer and default behaviour use different scale ie one will use range of 5 or 8 and the other will use 40 or 100, how do we know the distance to use ??So, barely any weapons are artillery weapons. Currently Stellaris combat works similar to real life - you find the advantage and hammer at it until enemy crumbles. With artillery battleships, use artillery computer and get accuracy from A slot, since the range bonus quite impactful. I'm familiar with various concepts and tactics revolving around military strategies and military theory in general, however I still feel my ability to actually use said tactics in this game is limited due to my limited experience. Then it depends on the ship computer. If the enemy is faster, then they cannot. If it has a Line computer, it will advance to 50 range. Median range is the "middle" range of all equipped weapons. Apr 8 @ 3:25pm Oh dear. 8. It’s currently used for deluge planet killer colossus weapon. These will give you 55 passive tracking bonus. Melee Attacks against other Combat Robots. The autocannon is great but only has a range of 20 while the Gauss has a range of 40. Also, you're misremembing, there is no Titan Aura which increase ship range (there is that hillarious +40% Juggernaught Aura). Charge - Ships close distance to the enemy and engage at point-blank range. this is the default carrier AI. e a carrier and a titan need to stay far away where as a corvette needs to get close it tells you what range the ships will get to when your picking a computer Stellaris really needs us to be able to create battlegroups within our fleets. 2. Game Version 2. Apparently, 'at range' isn't based on the ship's weapon range at all, but based on a set value. At what range do ship with the artillery computer stay? And at what range do ships with the line computer stay?The reason is for the simple fact that this combat computer adds extra range to your weapons and even increases their fire rate by 10% as well. Its sections consist of an Artillery Bow, Core, and Stern. Last edited by Forblaze; Apr 8 @ 1:53pm #1. famingfire. I feel like the ship computer technology should give us a range of distances our fleets can. Weapons range modifiers are not being included into the combat computers behaviour for artillery and carrier computers. You should pay attention to the different weapon ranges you choose when using a combat computer to avoid the ship from staying out of the weapon range. Big guns have minimum range. Thoughts on 3. Newbie Naval Combat Guide: For Stellaris 3. Hello Everyone, is it me, or is the artillery computer a bit weird? I know there are optimized builds for BS, but I always build by my gut. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. Stellaris Combat Rebalance has a new meta. It just flies up to enemies and never actually starts combat. gave all of them defensive combat computers - i dont need them all to rush in and get focussed down. The "Artillery Combat Computer" tells ships to fire from 80 range. combine this with even the first Artillery combat computer which has +10% range and bam, 110 attack range. The initial options for only corvettes are just "swarm" and "pciket" so in the early part of the game, the answer to your question is invest in more advanced ship tech. Content is available under Attribution-ShareAlike 3. Here's a combat computer: This computer adds some bonuses to fire rate, tracking, and chance to hit on weapons for a defense platform. Trying to figure out if they were heavily nerfed or if one of the mods I use broke something. The component is called specialised combat computer. We would like to show you a description here but the site won’t allow us. At what range do ship with the artillery computer stay? And at what range do ships with the line computer stay?I'd actually say medium weapons with picket computer on Cruisers. So the base power and damage output of AC1 is 30% higher than Coilgun2. Every single time, they move in and close the distance to get destroyed by the unbidden's matter desintegrators. Picket combat computers have a small bonus to combat speed. ) Before researching Synthetics or Sapient Combat Computers, set AI rights to Outlawed. The enemy fleet had dwarfed my combined fleet. Large Railgun has 100range and Kinetic batteries have 120. I'm familiar with various concepts and tactics revolving around military strategies and military theory in general, however I still feel my ability to actually use said tactics in this game is limited due to my limited experience. notagoodpainter • 10 mo. Problem is that the Lance fires before the KA hits so the first volley is wasted on high-shield targets. The hangar craft have a range stat, but. ; About Stellaris Wiki; Mobile viewMissiles have a range of 0-80 or 0-120. Stellaris 3. Only they stay outside of their Laser Range, hammering away only with their Railguns from Maximum Range. For example, I would like to have an option for a ship to have a point defense combat computer, but fight at artillery ranges. Let's say I have a large amount of Artillery ships. If you have multiple ships with different types of computers, you can clearly see them taking different places in battle. Computer system. Aside from armor, their range is pretty booty, so I would only really put autocannons on smaller, faster ships, and would transition out of them once cruisers and battleships become available. I'm trying to make a versatile BS fleet and use the carrier combat computer. If the enemy ship moves closer than half of the ship's preferred attack range and the maintain distance combat behavior is active, then the ship will try to use a "back off" maneuver to return to its preferred attack range. If you have multiple ships with different types of computers, you can clearly see them taking different places in battle. Choosing the right combat computer for the job will fix your ships' suicide behavior. Report. Frankly I don't mind what outcome you two come to; it doesn't concern me. Stellaris 3. Even not Gundams, humanoid combat machines are a thing in many Sci-Fi. A better option might be to set engagement range respectively: An "Artillery" option to engage at your longest range; "Line" to close max range for your shortest. Range was useless before. The autocannon also fires faster. Seriously paradox should just add computers for each range so you'd have a 50 range computer a 70;90 and a 110 range computer. 130 attack range is good for kinetic batteries and. Missile is best in very early but should switch when enemy have point defense. Cv are full missile, mostly there to die. How Stellaris' Orion Update Rebalances Space Combat. The wording "medium range" for the Picket, Line, and Artillery combat computers should be interpreted as the mathematical median of all the weapons' ranges the ship has. " How does this make any sense? I have used beams when it would put my weapons range above the range dictated by the combat computer. Couple of Questions:. In general the preferred attack range depends on the ship's installed combat computer and on the ranges of the weapons. The combat role is the little computer chip icon, the bottom item on the vertical list at the right of the designer screen once you have chosen the ship type you want to modify. . Corvette Missile Boat Stellaris Corvette Design - The Fundamental Class. Dreadnought often seems to run in ahead of X slot BBs and it takes more damage than most titans because it leads the way. Trying to figure out if they were heavily nerfed or if one of the mods I use broke something. They're small fast ships with short range weapons that come in close to fight. Additionally, the combat computer improves your chances of hitting your target. Same idea of providing close in support via missiles and plasma as needed, with long range support via X-slot and fighters. As an example: if a ship has 5 weapons with max ranges. Then it depends on the ship computer. I personally go with neutron / gigacannon, but others use arc emitter / cloud lightning. Might have to rebuild them alot but could reduce the casualties to your artillery and dedicated carrier lines. Mb i shoulld build a second one though. 5. My destroyers running kinetic artillery and artillery combat computer still race into point blank range to shoot their flak guns, and get slaughtered. 6 Orion is bringing a combat rework and rebalance. The Big SCHLEEP Oct 13 @ 1:51pm. What happened to me: I scavenged a titan from some archaeological site and try to use the titan to engage a cultist fleet from the opposite side of a star system. * Strike Crafts now have an engagement_range, making a pure hangar based design viable. Sapient Combat Computer +10%, Gale Speed +5%. The carriers now have a listed engagement range of 125 and my artillery has a listed range of 150 (plus the artillery computer gives 20% additional range). Swarm, and cruisers are best with precognitive. It's military concepts however, still elude me at times. If it has a Line computer, it will advance to 50. Also related; missiles, torpedoes and fighters also have sublight speeds which can influence how a fight might turn out. The early vessels can't engage from long range. Huh, never experienced. . I understand the firing, but what is the range of the strike craft deployment? This is 100% determined by the ships computer. Most of your fleet. Heimdall313 Aug 19, 2020 @ 6:43pm. The "Artillery Combat Computer" tells ships to fire from 2/3 the range of a weapon called "Kinetic Artillery. Maybe as an anchor for your brawler line as a sort of fleet carrier. Stellaris: Tech. ago. Charge - Ships close. Screen fleets which are missile based. The first, long range, doesnt apply to Corvettes, becouse they cant access anything beyond Picket Computors. Community Hub. Also i have one titan with me purely for -20% shield aura for Unbidden ships. In general the preferred attack range depends on the ship's installed combat computer and on the ranges of the weapons. Swarm, and cruisers are best with precognitive. Not 100% sure witch of the two X weapons is best I keep swapping between the two myself. Now updated for 3. A spinal mount weapon has a range of 150. 6 Orion is bringing a combat rework and rebalance. If you want to play small ships, use penetrating weapons and try to fight on top of the enemy's warp out point so that he instantly starts in small guns range. This page was last edited on 14 October 2017, at 11:31. Its sections consist of an Artillery Bow, Core, and Stern. I didn't know that there were a suggestion forum, so I revised my article in the main Stellaris forum, and fixed and added few things, and posting here again. Which stats, if any, from a combat computer factor into the performance of strike craft? For example, a battleship using a hangar and the Sapient Artillery computer would gain +20% range and fire rate. This will keep those techs from drawing and your robots will never. So with artillery combat computer a titan will try to move back at a range beyond it's kinetic weapons. Description The second point defense slot of the battleship carrier section breaks artillery computer range selction. 8 to prevent the Player from using Sapient Combat Computer, while setting the AI policy to outlawed. What is the Stellaris combat rework meta and how will things change in patch 3. forget about armour. ago. They have more range and can shoot without problems, but. 0 unless otherwise noted. . But If. This (unlike stay_at_range) actually turns the ship around and forces it to fly out to 150u [in your case] from the combat anchor point - I think its the middle point between all fleets in battle - ( turning 180 degrees is not really viable for spinal mounts but good for L-turrets and carriers - the latter become pretty OP with the flee precept, as only XL-s have. If the ranges of your weapons are 50, 50 and 100 the median is 50. Keep the artillery combat computer on most of your carrier battleships for that extra range and fire rate; you will only need 1 battleship with the carrier combat computer for the whole fleet to engage earlier. Reply. But if they are 50, 100 and 100 the median is 100 and if they are 50, 70 and 100 the median is 70. Hangar Battleships (X+Hangar+M): Giga Cannon, Missiles, 2x Plasma in M slot. For fleet design, biggest ships available are best, however you might want a corvette or destroyer fleet on the side to chase down stragglers as those are a lot faster (destroyers slightly slower, but won't take so much for losses cleaning up stations). We are all aware that Stellaris ship design has had a massive rebalance, and with that the combat system and the overall pace of the game. Many naval strategies advise that their empires deploy several types of warships to fill different tactical roles and face different. For specific weapons, you can really pick your choice. ago. Here's a combat computer: This computer adds some bonuses to fire rate, tracking, and chance to hit on weapons for a defense platform. If they are 50, 50 and 250 the median is still 50. Ships may end up not firing some of their weapons if you use the. The artillery computer Titan will move forward until it can shoot, then try to maintain the combat engagement distance by backing away if the enemy comes nearer. When I click on the battle computer I don't get any other options. e a carrier and a titan need to stay far away where as a corvette needs to get close it tells you what range the ships will get to when your picking a computerStellaris really needs us to be able to create battlegroups within our fleets. It has however been brought to the devs' attention that the tooltip for each combat computer should include the range. Corvettes are quick, cheap to build, and smaller but have high evasion. They're small fast ships with short range weapons that come in close to fight. Seems like a lot of weapon ranges were nerfed a lot…So stacking range is still worthwhile? Artillery combat computers have +20% range. New Sniper Combat Computers. Oh, ship engagement distance only means that your fleet can initiate fights from a larger distance. ALSO READ: V Rising: How to Choose the Best Base LocationWe will once more assume that Sapient Combat Computer (Line) is used. Number of sections. Equipping them with large Kinetic Batteries, six in all, plus an Artillery Combat Computer, makes them lethal long-range ship killers. Some components have wrong ranges, for example the giga cannon and the neutron launchers with the same range. RC_0041 • 10 mo. I'm presuming such computers are being used for Alpha strike builds, so the extra range from sapient would. I've found it to be highly effective at keeping my more valuable battleships alive longer. You should have tier 4 radars, sapient picket combat computers, and a Titan or two for redundancy with the tracking aura. 3. Sniper Rifle against. Alpha strike meta is a symptom of several underlying problems. Head to the examples for details. Some weapons have minimal range and firing arc. Because for shitty fleet ai they also lose efficiency, if the target is not like that. Those three top-tier weapons already do it very effectively without any special optimizations. Here's a combat computer: This computer adds some bonuses to fire rate, tracking, and chance to hit on weapons for a defense platform. Hey lads and ladies! Yesterday met a strange situation in my game - my carrier cruisers with carrier comp was goung into full melle with enemy, while having rockets in all slots except point defense. "Some changes have been made to strike craft to make hangar sections more valuable. I bet this is what they were trying to get at with the combat computer slot but this way is more dynamic. 3 Badges. Ostatnio edytowany przez: Isokon ; 23 marca 2018 o 13:32 #1 Minimum range means, that ships cannot fire too close with certain weapons. The reason is for the simple fact that this combat computer adds extra range to your weapons and even increases their fire rate by 10% as well. when setting vessel behaviour basic computer and default behaviour use different scale ie one will use range of 5 or 8 and the other will use 40 or 100, how do we know the distance to use ??Stellaris. These deal -50% damage to shields, so they are highly ineffective. You should pay attention to the different weapon ranges you choose when using a combat computer to avoid the ship from staying out of the weapon range. The final essential module is the Combat Computer. Does that mean with Combat Computer - Carrier, their range increased to 260 and 240?As for SC engagement range, this is actually dependent on the carrier ship's engagement range which can be affected by the Carrier combat computer. I have also started building fleets (nearly) purely of Battleships + 1 Titan. Nope, unique computer due to the ship, it only supports the one combat computer. they at least actually get used as opposed to a brawler weapon that is inconsistent at best as to whether the combat computer will even keep it in range). Their combat computer is set to "artillery", I double checked. Early game solid choice is corvette with 1 medium 1 small kinetic, reactors plus shield if possible. So while the preferred_attack_range of an artillery combat computer is "max", the maximum range of the longest range weapon on the ship, it has a formation_distance of "median", which is the maximum range of the median ranged weapon on the ship. It seems that a lot of people have been just putting an X bow on a carrier core since 3. notagoodpainter • 10 mo. I would also increase the speed of the DD's to get them in range of the enemy corvettes ASAP. 14. 12 / 16% Speed. Carrier combat computer. Also artillery computers with missiles is neat because they also run away while spamming missiles. Destroyers are fitted with "Artillery" combat computers and the cruisers are fitted with "Line" computers. The carrier computer titan will stay further back. when setting vessel behaviour basic computer and default behaviour use different scale ie one will use range of 5 or 8 and the other will use 40 or 100, how do we know the distance to use ??The distance depends on the combat computer. 8. At what range do ship with the artillery computer stay? And at what range do ships with the line computer stay?when setting vessel behaviour basic computer and default behaviour use different scale ie one will use range of 5 or 8 and the other will use 40 or 100, how do we know the distance to use ??For specific weapons, you can really pick your choice. that's fine, but art computer (range 80) and carrier computer (range 150) are really different. Video by Montu Plays. Basically, my fleet is composed of destroyers and cruisers. 10. Viewed 684 times. Thread starter CocoCincinnati; Start date Dec 17, 2022;. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. but their behavior does not change based on your combat computer. More Combat Computers. Auto cannon is kinetic version . COMBAT_DETECT_RANGE_MULT = 1. 0-30 is the range where all the weapons on your Cruisers can fire on hostile ships. I think it has to do with engaging a short range combat, entering a second, longer range combat, and then having the first combat. Edit: for greater certainty, unmodded game, all ships in the engagement have exclusively artillery range weapons. 6, we’ve also reworked how the Ascension Paths from Utopia work. In general the preferred attack range depends on the ship's installed combat computer and on the ranges of the weapons. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by…One of the better designs is the long-range combat ship. -Adds 4 new combat computers:-Stationary combat computer: It's pretty self explanatory, ships will stand still and attack with their turrets. #3. 4. In addition, while most M weapons are 2x and L 4x the damage. " How does this make any sense?PD has a maximum range of only 30. Kinetic artillery has a range of 120. Here are our Stellaris tips to help you out. There are no other type of ships in the fleet. The loss of the alpha strike distance makes an appreciable change in my total ships lost vs running with carrier logic and less total battleships get off their salvo before the enemy fleet. In Stellaris, if an empire with 4x your fleet strength attacks you, you have zero recourse. The newly added maximum range computers set the range of the ship's longest weapon range as the. In short, Go longer range weapon. The 3 Aux slots all have Afterburners, and the Combat Computer is set to Artillery. 5. Additionally, the combat computer improves your chances of hitting your target. The Artillery computer is intended to be used with the advanced large weapons which have ranges between 120 and 150. Shields even regenerate during combat. friendly_aura hostile_aura: Aura definitions. . However all this is at least 2 categories below "optimal". Ships now better keep their distance from the enemies at maximum weapon range. Conquer the Galaxy! Stellaris offers unique 4x space strategy MMO experience: - Stellaris: Galaxy Command extends the Stellaris universe to mobile,. Combat computer AI instructions are flawed for a few ships. One practical design to strategize the titan for long-range combat is related to the fact that the artillery computer is the only combat computer available. I personally go with neutron / gigacannon, but others use arc emitter / cloud lightning. paziek Devouring Swarm • 3 yr. alter the flow and spacing of space battles in Stellaris. The system also assumed that typical combat ranges could comfortably be measured in whole or appreciable fractions of light-seconds (approximately 300,000 km for one light-second), and the system offered Evasion based on the length of time between when a weapon is fired and when it would impact, along with the thruster capability of the ship. 6 combat rebalance update. 05 # Range to engage in combat with other ships is <fleets max attack range> * COMBAT_DETECT_RANGE_MULT COMBAT_DETECT_RANGE_MIN = 10. The 3. If the enemy is faster, then they cannot. If you put an Artillery (80 range) computer on a ship with a maximum weapon range of 60, it will always close to 60 before stopping. A better option might be to set engagement range respectively: An "Artillery" option to engage at your longest range; "Line" to close max range for your shortest. Combat computer set for extra range. If the balance were such that carriers were only effective at even longer distances, they would be too specialized to be useful outside of as a sort of defacto ftl inhibitor that forces every ship that enters the system into combat. Check the combat computer model in the build menu, it'll tell you the engagement logic for the ship. (I personally don't recommend this, they're too useful; if you go Psionic you at least get another ship computer tech as a concession. The carrier computer titan will stay further back. And ive seen ships with simular builds charge headlong into melee range for some reason (like the above mentioned battleships with autocannons) but im not quite sure what causes it. Now I hover over. 6 (I forget if they've been given a better in-game name yet) should be removed from the game. This is even with a carrier combat computer on one of the BBs, it will engage at good range but run in because of line combat computer. Cruisers took the lead as they had the shortest range combat computer, titans and battleships hung back with artillery computers. It was used for Stellaris v1. And give my titans carrier computer since im using them for support only - they have maximum shields possible and not all gun slots used. 6, Strikcraft were. They literary cannot shoot at targets that faster than them, and set on swarm, or picket computer. In 3. Artillery - Ships move up to a predetermined distance (120, 100, 80 or 60 range. 6 also includes new galaxy shapes to explore, new story events, a new. It means the median range of your guns. 2 (947b) What version do you use? Steam What expansions do you have installed? Synthetic Dawn, Utopia. Some long range weapons like the. Destroyers can fit more roles than corvette , having access to a wider range of combat computer ranges + weapon variety. What are Combat Roles and Advanced Combat Roles, is this something I need to do? Or is it simply like a +5% damage or something. These deal -50% damage to shields, so they are highly ineffective. lexa_dG • 10 mo. 10. ago. Just disable the Override submod and you'll be fine. Hey lads and ladies! Yesterday met a strange situation in my game - my carrier cruisers with carrier comp was goung into full melle with enemy, while having rockets in all slots except point defense. PD has a maximum range of only 30. Every M slot is filled with Swarmer/Whirlwind Missiles, and the 2 S slots have either regular missiles or the Archaeo Nano-Missile Cloud Launcher. The inability to separate preferred combat range from computer bonuses, the inability to control the range with any precision, and the near-inability for ships to maneuver *out* of enemy range (they are capable of moving to keep a distance - it's in the game code - but no computer uses this behavior to any meaningful degree) are all. But what it's actually doing is taking that 156 range, doubling it to 312, adding another 5% on top (due to the sourced code) and starting the combat at more than twice the range of. This is the one essential part where there is a meaningful choice between different options. Autocannons are extremely short range. If you have weapon with 250 range and that ship is engaged in combat then it will fire at anything within that 250 range regardless of what combat role it has set. Combat computer ranges now. It says to double engagement range. Ship behavior should instead move to that range from the nearest ship, but of course then people would complain that their battleships are wasting Giga Cannon and Tachyon Lance and Focused Arc. It's the range on the weapons that matter. Does that mean all the weapons on the ship double their range? Large neutron launchers and Kinetic artillery only has range of 130 and 120 respectively. when setting vessel behaviour basic computer and default behaviour use different scale ie one will use range of 5 or 8 and the other will use 40 or 100, how do we know the distance to use ??If you want to know more about the rest of the Stellaris combat ships check out the Cruiser, Corvette,. Your ships will keep disengaging while pelting the enemy with swarmer missiles and wear them down, it destroys the AI midgame but isn't strong vs the. Having a single fighter that spawns there will be good for intercepting swarmers sooner, especially if you don't use swarms yourself. This means that fleets with long-range weaponry can engage enemies from further away. Unless countering a specific threat mix the defenses up evenly between shields and armor. Stellaris Combat: List your tactics. So if you put PD on a corvette and it is withing 30 range of a ship, the PD will also shoot at the enemy ship, dealing decent damage. So the base power and damage output of AC1 is 30% higher than Coilgun2. The loadout of the cruisers was full M slot missiles and hangars with artillery combat computer. Content is available under Attribution-ShareAlike 3. Minimum range means, that ships cannot fire too close with certain weapons. The artillery computer Titan will move forward until it can shoot, then try to maintain the combat engagement distance by backing away if the enemy comes nearer. But my main issue is that ships don't engage the nearest enemy, they move to engage the furthest enemy in the current combat. It is a known problem, I found dozens of reddit and paradox forum threads about fleets facehugging each other, ignoring their combat computer stances and there are no mod to fix this, that are on 3. As a fleet 3. This update rebalances combat and ship design aspects once considered useless. Also i have one titan with me purely for -20% shield aura for Unbidden ships. Stellaris > General Discussions > Topic Details. Assign an number of ships to a set of very general orders. Starfire Breeze Major. So if you have 110,120,130 it would use the 120, as 120 is the median. At what range do ship with the artillery computer stay? And at what range do ships with the line computer stay?The AI should prefer artillery combat computers during defensive war. Picket here refers only to the picket computer - not to the picket ship section. So my problem is my Titan would die first because it's got less range. There are too many contradicting factors in the mechanics, mostly weapon ranges and ship computer. There's zero effective difference between 30, 50, or 80 engagement range, partly because weapons mostly exceed those distances and partly because ships will not maintain distance. For Torpedo it will charge the enemy regardless of weapons range. best defense of your larger ships seems to be to have your corvettes and destroyers engage close in and prevent the enemy from going to your larger ships. The purpose of this design is to kite away from the enemy with a fantastic 120 range weapons that ignore shields. This allows the ships to be properly positioned for fleet air defense. Improve the behavior patterns of Artillery Combat Computers. Also related; missiles, torpedoes and fighters also have sublight speeds which can influence how a fight might turn out. 6 “Orion” update contains new galaxy shapes, new artwork as well as the ability for Hive Minds to choose a variation on the Reanimators Civic from the Necroids Species Pack, and a Fleet Combat Rebalance—including a new ship type and changes to combat computers. So it's 10% from the picket computer. Bozidar Radulovic. There's zero effective difference between 30, 50, or 80 engagement range, partly because weapons mostly exceed those distances and partly because ships will not maintain distance. 6. With the RoF bonus from the computer, its DPS rises to 12. Reply. Assign an number of ships to a set of very general orders. I seem to recall that one could micro-manage a fleet in combat in past versions of this game? Like, for example, a ship which was getting its hull worn down: you would select it, break it out of the fleet and have it flee, no? Or you could. You can obliterate most of the enemies while suffering 0 damage. Stellaris. And give my titans carrier computer since im using them for support only - they have maximum shields possible and not all gun slots used. . A new Stellaris update 3. Content is available under Attribution-ShareAlike 3. That's what I hope it meant, unfortunately the tool tip for Carrier Combat Computer uses the term in a phrase that assumes you know what engagement distance means, so leaving an element of doubt. Make it so that it gives a bonus that can apply to both SC and XL weapons. 4 "Gemini"! Please see the patch notes for more details. Hell i see battleships moving in, and out of minimum range while attacking STATIONS. Mono-cruiser fleets are totally viable. Subscribe to downloadZBeautiful Battles. I'm not sure the combat behavior changes were all that effective. If I equip my defense platform with strike craft, which as far as I can tell are separate ships generated by the hanger, does the combat computer confer it's bonuses to the strike craft? R5: All ships in the fleet have artillery combat computers. Ostatnio edytowany przez: Isokon; 23 marca 2018 o 13:32 #1. Compare EU4 or CK2 to Stellaris. This mod allows all types of combat computers to be used with every ship size after getting the first combat computer tech (for a mod without these barriers, see below). The picket ship section is generally bad as PD is terrible at PD compared to strike craft. If I choose Artillery mode The ship will hold a 80 range distance. By punching in the numbers once more in the chance to hit formula we arrive at: cth = 75 - (80 - 45) -> cth = 75 - 35 -> cth = 40 With the +20 from the combat computer, T3 PD has a 60% chance to connect its shots. Cruiser are torpedoes and missiles. If it has combat role. With artillery battleships, use artillery computer and get accuracy from A slot, since the range bonus quite impactful. Ships now better keep their distance from the enemies at maximum weapon range. 1 - New "Tactician" computer available from the start that allows the player to issue real-time commands during combat. View this video if you want to lea.